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Bugi

Moderatorzy: Jatzoo, dragonfly

Posty: 391 • Strona 1 z 161, 2, 3, 4, 5 ... 16

Bugi

Postprzez Jatzoo » 06.04.05, 10:56

Pod podanym linkiem znajduje się lista zawierająca większość błędów wykrytych w SH3 - niektóre są porażające :-|

http://www.cuih.net/sh3/sh3buglist.txt
Jatzoo
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Dołączył(a): 22.08.02, 15:03

Postprzez Jagdtiger » 06.04.05, 12:51

W razie gdyby lista miała zniknąć i link przestałby być aktywny to skopiuję treść. Od siebie dodam, że owa lista bugów dotyczy wersji 1.1, jak sami testujący napisali: powoli im idzie sprawdzanie i usuwanie nieaktualnych już bugów. W między czasie wyszedł już nowy patch więc kilka z tych bugów jest już nieaktualnych:

|==========================================================|/================\
| Bugs and Suggestions List for Silent Hunter 3 || Last Updated: |
|==========================================================|| Apr. 05 / 2005 |
Unofficial BugList | 12:05pm EST |
for \================/
Silent Hunter 3
Ver 1.1
(I am slowly removing/checking bugs against 1.2 patch)

/##################################################\
# LEGEND: #
#==================================================#
# !!! - Critical Bugs (1) #
# !! - General Game Bugs (27) #
# ! - Multiplayer Related Bugs (4) #
# * - Little Annoyances & Suggestions (14) #
\##################################################/

1. !!!
MULTIPLAYER/UBI "MISSING READY" BUTTON
Currently in both 1.0 and 1.1 versions players cannot ready up while using ubi.com online
lobby. When clients join a game session they see "OK" button instead of "READY" button. This
seems to be graphical/refresh bug as few players came up with "workaround" where they ALT-TAB
back and forth between windows and game while joining game session, and after few tries they
may see "READY" button. Nevertheless this needs to be addressed and fixed as soon as possible.


2. !
MULTIPLAYER DIFFICULTY HOST-CLIENT LOOPHOLE
In multiplayer currently a host can only choose from 4 settings as far as realism options go.
EASY/MEDIUM/HARD/REALISM. However, if host creates a game and selects REALISM option for the
game session, any clients joining the game are told by the game to use their own cfg file
settings for REALISM. What this means if any of the clients edit their cfg file and alter
detail settings under their [REALISM] section they can actully "cheat" and play however
settings they want no matter what the host selects.

This works both ways, a host can modify his/her settings or client(s). This needs to be fixed
so that we can have honest multiplayer games. Either force a custom mode where host selects
specific settings that are forced onto each client and written to their cfg under [CUSTOM]
settings as the mission loads or make the game check clients any of the 4 difficulties
settings against host and alter based on what host states. This is a serious issue and needs
to be addressed asap. Do you really want to play on REALISM while 1 of the players have
fast torpedo reloading and auto targetting? I bet not.


3. !!
CAMPAIGN ENGINE UPGRADES LOST WHEN PATROL GAME LOADED BACK
This is very serious issue/bug and so far it's been confirmed for engine upgrades, I hope it
doesn't affect all upgrades for U-Boats but more testing needed. Here are the details:

Let's say you are back in base and you upgrade your diesel engine, then you go on patrol,
your engine upgrade will be present at this point and you will be able to go a bit faster.
However, if you save a game during the patrol, and then load it back, the engine upgrade will
not be present until you return back to base from the patrol. This is bad and it makes you
wonder how many upgrades this affects.


4. !
ONLY HOST PLAYER HEARS "PINGING" BY ESCORTS, CLIENTS DO NOT
In multiplayer session only the host player will hear pinging from destroyers, even if the
destroyer is right on top of any client players and pinging them. The clients will not hear
it, only host. Client maybe informed by his officers that destroyer is pinging them, but
he will actually never hear it. This is pretty big issue as far as multiplayer goes.


5. !
PLAYERS DO NOT SEE OFFICERS ON TOWER/DECK/FLAK GUN OF OTHER PLAYERS IN MULTIPLAYER
If you are playing multiplayer and surface next to another player, even you and your teammate
have men up on tower, deck gun or flak, you will only see actual sailors and officers *ONLY*
on your own sub but other player(s) sub will always display no sailors/officers models on the
submarine even if they are firing deck gun etc... If its possible to fix this without put
too much stress on network code, then this should be done, as it would enhance multiplayer
experience.


6. !!
DIESEL ENGINES CONTINUE TO BE HEARD AS RUNNING EVEN WHEN UBOAT IS OUT OF FUEL
Even if you run out of fuel, your diesel engines will continue to make sound as if they were
running when surfaced. You can't move so the diesel engine sound should be off since there
is no fuel to run them.


7. !!
BATTERIES RECHARGE EVEN IF UBOAT IS OUT OF DIESEL FUEL OR ENGINES ARE OFF
- When you run out of diesel fuel and then continue to move using the electric engines. Run
the batteries to about 50%. Then surface and you can't move because of the lack of diesel
fuel. However upon surfacing and running the time compression, you will receive a message
that your batteries had been recharged to 100% and asking chief engineeer for a status
report will indciate batteries at 100%. How is this possible without diesel fuel to charge
the batteries?
- Further, batteries also recharge even if engines are turned off. That's wrong.


8. *
TIME COMPRESSION NEAR LAND
This is just a minor annoyance, players can fix this themselves if they know what to edit
in cfg file, however I think maximum time compression of at least 4 should be allowed when
near land, for example when departing from port. This should be added in a patch so that
all players even those without knowledge to edit cfg do not have to waste time leaving port.


9. !!
COMPRESSED AIR GAUGE BUG
Compressed Air Gauge has "Redline" on wrong side of Gauge. (Note: still have to test
whether this occurs in all U-Boats and in all situations).


10. !! / !
WARSHIPS SEE AND ACCURATELY HIT/FIRE AT TARGETS IN HEAVY FOG/RAIN AT LONG RANGE
This have been confirmed in multiplayer sessions. Weather was heavy fog and rain. Visibility
was down to about 400 meters. However, even when a british destroyer was about 3000meters
away and player would surface his U-Boat, the destroyer(which the player coudlnt see of
course) would spot and fire at player's sub instantly. This should not happen in this weather.
I categorize this as both general and multiplayer bug, however so far this only been tested
in multiplayer sessions. More testing needed.


11. !!
SAVE GAMES IN CAREER ALWAYS LIST 0 SINKING/TONNAGE
This needs more testing but it seems all save games in menu where you can choose which save
to load will show 0 sinkings/tonnage when clicking on one and looking at save game info.
However, when you actually load the game and check your captains/patrol log all the
correct sinking/tonnage info will be present.


12. !!
AI SHIPS CAPABLE OF "INSTANTANEOUS REVERSE"
Often ships controlled by AI such as destroyers, trawlers and sometimes even merchant ships
are capable of going forward at specific speed one moment and then immediately reverse their
direction of movement. Obviously, this should be fixed, its not physically possible. Ships
should slow down first and then go in reverse, and time for it to occur should be based
on their size, power and initial forward speed.


13. *
LACK OF AUTO ASSIGNED CREW MANAGEMENT
There is a great need for adding a function with 2 options: "Enable/Disable" for automatic
crew management where crew members who become too tired are automatically recycled by
any crew available from quarters. Of course a player could still manually assign crew
to make sure most qualified person is at the post, thus keeping player's manual management
of the crew still an important aspect.


14. !!
PORT ENGINE TELEGRAPH IN SONAR / HYDROPHONE STATION HAS INCORRECT SPEED
Listed at Full Back instead of 1/3 forward. If this is non-functional it needs to be made
functional. Although correct speed is on the quick menu, its annoying to be in the command
compartment look at the correct engine setting and then peer down the sub to see the wrong
engine setting on the sonar station. Same problem with knot speed. This was at 10 knots
when the rest of the ship was going and displaying 7 / 8 knots. Note: Not sure currently
if this affects all subs. Testing needed.


15. *
DECK GUN TUTORIAL & INABILITY TO ORDER CREW TO FIRE AT MERCHANT/NEUTRAL UNITS
Deck gun tutorial teaches you to fire manually and order your crew to fire deck gun at ships.
However, since the merchant ships in tutorial are NEUTRAL, the crew will never fire. This
needs to be fixed and units changed to enemy so that player can fully take advantage of
this tutorial.


16. !!
VULNERABLE AREAS NOT DISPLAYED IN MANUAL TDC ON RECOGNITION MANUAL
While using Automatic Targeting mode enabled, vulnerable areas such as fuel, ammo areas
are displayed in recognition manual. However, when using Manual Targeting, those areas are
missing from the recognition manual. This needs to be fixed so that those areas are always
displayed.


17. *
CAPTAIN'S LOG & PLAYER FREE INPUT
Players should be able to add their own notes into captain's log.


18. !!
FIRE & EXPLOSIONS CAN BE SEEN AT GREAT DISTANCES EVEN THROUGH DENSE FOG/RAIN
Currently, even in heavy fog, at night and during heavy rain, you can see explosion or fire
at great distances, such as 8000 meters. This is wrong, in dense fog in the game currently
you can barely see past 400 meters, but fire somehow is visible at unbelievable ranges.


19. !!
BATTERY GAUGES INCORRECT IN 3D VIEW
Battery gauges in 3d interior do not work at all(They don't show the proper level). Neither
the ones at in the aft section of the TYPE II control room or the one to the right of the
Navigation station. Note: needs to be tested for all subs.


20. !!
RADIO BUGS
- In 100% realism you can receive Map Updates from Radio/BDU even when submerged, this
should not be possible.
- You can still receive radio messages and send messages even when radio is
damaged/destroyed. Note: this needs extra testing.
- Missing commands from radio - 'request escort' and 'request new orders'.


21. !!
GRAMOPHONE & SILENT RUNNING BUG
Gramophone does not shut off when you order silent running, it supposed to.


22. !!
CONNING TOWER & SHIPS RAMMING IT DAMAGE
Now I know this will be speculated but currently its very easy to damage and sink ships such
as destroyer by having him ram you while at periscope depth and hit the conning tower.
Often times destroyer will sink or receive great damage, but the submarine damage will be
moderate. Further, you can repeat this process and sink multiple destroyers. Please remember
we are only discussing a shallow ship such as destroyer ramming only the conning tower of the
sub, and not a sub at surface. Often times with such devastating results a player might find
better to have destroyer ram him at persicope depth than allow destroyer to pass and drop
depth charges. This is totally unrealistic and should be corrected with more appropiate
damage to the sub.


23. !!
CRUSH DEPTH INCONSISTENT WITH MAXIMUM SUB DEPTH/HULL INTEGRITY - LACK OF FLOODING/WARNING
- Aactual crush depth in any sub is much less than maximum depths listed in
manual for any of the subs.
- Currently, you could be diving in VIIC boat for example reaching 90 meters depth, hull
integrity at 100% and all of the sudden receive death screen without any warnings,
flooding etc... No time to react, plus the crush depth often seems to be off. Further,
submarine seems to make harsher noises when going to periscope depth than when diving
deeper. There is a good discussion regarding this issue with more information:
http://www.subsim.com/phpBB/viewtopic.p ... 73790c3cf6


24. *
MULTIPLAYER SESSION DEAD ONCE HOST QUITS
This is a minor annoyance and whether this can be fixed depends if this game uses peer to
peer or more of server-client network topology. Currently, if a host quits a multiplayer
session which is already under way, the session will be killed and clients will be unable
to continue. If possible, when host quits, the game should make another client into a
temporary server for the session. If the game is peer-to-peer then this should be possible.


25. !!
SONAR STATION BUGS
- Sonar will give you exact range to target on the type IIA (there is no ping function on
the II's) - this should not be allowed.
- Sonar unable to hear contact even if the contact is in full visual range.
- 'Follow Closest Contact' and/or 'Regular Sweep' functions on the sonar stations are
not working OR are improperly documented as to their apparent function.
(However, there seems to be a way to get it working, but you have to manually find
desired target in the sonar room and once target is designated as merchant/warship
at this point if you ask Sonar officer to follow closest contact it should work, but
this feature still needs fixing so that Sonar man himself actually picks closest
target and follow it giving you updates etc...)
You should easily be able to ask for continuous verbal (or textual) updates on a target
of your choice (without having to manually manipulate the hydrophone) or on all sound
contacts (i.e. "normal sweep" command). Then there is the host of other feedbacks that
should be coming from the sonarman without any prompting. He doesn't seem to do anything
but report on the initial contact.
- Sonar range update will break periscope lock, and wipe TDC notepad data during night
operations at long distance ranges and acute angles to target.
- When Sonar Officer says "the enemy is pinging us" it would help if could add the bearing
the ping is coming from? It would give us a chance to try and reduce our sonar signature.
- The check mark on the notepad ONLY seems to work when you take over the hydrophone, have
a target currently heard on the hydrophone, click the check, then you ask the sonarman
(while you am still sitting at the hydrophone), for a range estimate. As soon as you leave
the hydrophone, sonarman loses the target even though you clicked the check on the notepad.



26. !!(Graphics Related)
WATER REFLECTIONS MISSING FOR IIA SUBMARINE
No pixelshader effects for the IIA, specifically water reflections exist, while VIIB works
fine. Confirmed on ATI video cards.


27. !!
CREW DOES NOT RECOGNIZE MAGNETIC TORPEDO DETONATION
Currently if you hit a ship with torpedo on impact method and torpedo detonates, your crew
recognize this. However, if you use mangetic trigger on a torpedo and do manage to detonate
under ship's keel and even sink the ship with 1 shot, the crew will always say "Torpedo
missed, sir". Should be simple to fix.


28. !!
POINT TO SHOOT TORPEDO SHOOTING BUG
Manual states that if you press "X" on the notepad in Periscope/Uzo, all the data inputed to
TDC computer/menu is cleared and you can use the periscope as "Point to shoot" device.
However that's not the case. Currently if you manually alter speed in TDC options for a
solution, later even if you are firing another torpedo and press "X" on the notepad and
there is no data there, firing a torpedo at this point will not be "Point to Shoot" as the
TDC data is not cleared even though it supposed to be. Player have to manually go into TDC
and set speed to 0 etc... This is very annoying and a bug that made many captains miss their
"Point to shoot" shots.


29. *
CANNOT LAY DOWN IN CAPTAINS BUNK IN TYPE II
This is very small annoyance, on type II uboat you cannot lay down in 3D view on captains
bed.


30. !!
CREW ON WATCH UNDER WATER - WHEN LOADING SAVED GAME
Currently, if you save a game while you are submerged, and then load it back up, you will
notice your crew are on watch underwater! This supposed to be fixed in 1.1 patch but
this bug still exists at least in circumstance of loading saved games.


31. *
SEAGULLS AT NIGHT
Seagulls are flying around at night when getting under way from base. Having lived near
the beach my entire life I found this very glaringly odd and very silly. Seagulls roost
at night.


32. *
PERISCOPE/UZO CROSSHAIR FINDS SHIPS BEYOND VISUAL RANGE
Even when playing at 100% realism, the cross hairs in the periscope turn red when passing
over an enemy vessel. This makes it easy to find enemy ships that are normally nearly
impossible to see at night. Just spin the scope around and watch the cross hairs. This
should not happen.


33. *
DECK GUN ELEVATION CHANGES EVERY TIME PLAYER SWITCHES OUT & IN
The deck gun elevation will change after temporarily switching to another view that it has
to be reaimed each time. Very annoying and often this extra time of reaiming can get you
killed.


34. *
SAVED GAME LOADING LOG BOOK INCORRECT COORDINATES
When loading a saved game, and when looking in the log book, the Lat./Long. for the start
of the patrol is listed as 0 and 0.


35. *
BARRACKS SCREEN & CHEAP WAY TO GET UNLIMITED HIGH SKILLED CREW AVAILABLE
Before the start of a patrol one can go into the barracks screen and "buy" the most highly
ranked crew members until there are none left. You can then exit the barracks screen and
return again, and there will be a new crop of highly ranked members available for purchase.


36. *
U-BOAT GENERAL ENGINE ISSUES & NEEDS
- A real U-Boat was able to use electric motors for surface propulsion. This should be
allowed in the game, currently we cannot force electric motors to be used on surface.
- Would be nice to have seperate control of each engine and its rpm. This would allow,
for some special maneuvers.


37. !!
ENEMY SHIPS DO NOT REACT TO PREMATURE/MISSED TORPEDO EXPLOSIONS
For example, you fire a torpedo at a convoy and it explodes prematurely causing a large
explosion and water splash, there could be an escort destroyer right next to it and often
he wont react at all and continue on its original course and speed. One would think when
something like this occurs the escort would right away break off into search pattern and be
on higher alert.


38. !!
ENEMY WARSHIPS FIGHTING EACH OTHER TO THE DEATH
When enemy warships/armed merchants shoot at U-Boat and by mistake hit their own allied
warship/armed merchant, the ship that takes a hit will instantly retaliate. This will
result in 1 of the ships destroyed by their own friendly force. This must be an AI bug.
This is particularly nasty bug because players can exploit this, by rising periscope next to
enemy ship, knowing that another ship in range will open fire and possibly hit the ship
nearby thus resulting in fire fight between the friendly ships.


39. !!
DECOY LAUNCHER BUGS
- Player can get "decoy launcher damaged" or "decoy launcher destroyed" messages without
actually having one on his/her U-Boat.
- No matter which early model you have the 1st officer will comply with your order to
"deploy decoys" even though you don't have them . Only then will the game tell you that
decoys are not available.


40. *
SHIP WRECKS CONTINUE MAKING LOUD SOUNDS EVEN AFTER SANK
This is very annoying, often when you are in shallow to medium depth waters, if you sink
a ship or few ships, their wrecks will continue making noises that you will hear on the
surface and submerged, but the sound of them breaking or continue to break/explode are
way too loud than what it should be. This gets annoying often.


41. *
DESTROYED PLANE DEBRIS CONTINUE BURNING ON THE SURFACE WAY TOO LONG
Planes that are shot down and fall into the sea continue to burn, burn and burn for a very
long time. They should burn for few min(fuel) and then it should all dissapear. I would
add that removing some of this faster will also help optimize game performance.


42. !!
RADAR STATION BEARING BUG
The FUMO-29 radar bearing dial is flipped/mirrored to the display. the AI calling out the
radar bearing correctly in chat but the bearing is mirrored incorrectly in the radar station.
Here is detailed(with images) description of this bug URL:
> http://subsim.com/phpBB/viewtopic.php?p=267366#267366
You'll find that the bearing wheel of the radar station is back the front...This is
confirmed for the radar station in general, irrespective of which radar set is installed.
- EX: Contact on bearing 120 is actually at 240 degrees on the wheel.


43. !!
SENSOR.CFG TYPO
The Sensors.cfg contains a typo that makes the radar performance dependent on crew
efficiency instead of making the hydrophone dependent.

Original:

;Radar
Radar uses crew efficiency=false
.
.
.
;Hydrophone
Radar uses crew efficiency=true

===

The way it should be Corrected:

;Hydrophone
Hydrophone uses crew efficiency=true


44. !!
PT BOATS DON'T ACTUALLY USE THEIR TORPEDOES, EVEN THOUGH ITS THEIR MAIN WEAPON
PT boats do not seem to be ever using their torpedoes, even though this is their main weapon.
For example, you can script a mission with British PT Boats attacking a german battleship
and they will just fire their machine guns at the battleship, they don't ever fire
their torpedoes. This should be easy to fix, for example torpedo bombers drop torpedoes so
there is code for AI to use them already built in.


45. !!
BAD PATROL MAP GRID SQUARES
Flotilla.cfg contains at least two bad grid squares, BE30 and CG32. BE30 doesn't exist and
CG32 is totally land-locked. Causes problems in campaign patrols.


46.

/==================================================\
| BUGLIST COMPILED AND *TESTED BY: |
\==================================================/
| - DJSatane (djsatane@gmail.com) |
| - Overon |
| - Th3Franchise |
\--------------------------------------------------/
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\----------------------------------------------/
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Jagdtiger
Fregattenkapitän
 
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Postprzez Grom » 09.04.05, 13:58

Mi ten numer z Gdańskiem nie działa. Grę mam zapatchowaną do 1.2 i Gdańsk jak znikał tak znika z powierzchni ziemi.
Grom
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Postprzez Boba Fett » 24.04.05, 16:28

A czy ktos zna sposob zeby mi UZO nie zalewala woda czy tez piana gdy patrze na 000 ? Strasznie to irytujace bo do ataku na powierzchni musze uzywac... peryskopu :( Wersja 1.0 GF 4200 TI) Na okrecie klasy II takie same "Zaklocenia" mam gdy patrze na 180. Natomiast na VII juz ich tam nie ma.

Pozdrawiam
Boba Fett
Leutnant zur See
 
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Postprzez kaa » 24.04.05, 20:08

to bug na kartach nvidii - żeby używać uzo musisz wyłączyć pianę, chyba ctrl + p
kaa
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Postprzez -Wolf- » 24.04.05, 21:13

Ja mam dziwny problem z efektami w grze, najpierw zauwarzyłem to przy zatapianiu statków niezawsze wyświetlają mi eksplozie poprostu raz są a raz nie (przy tych samych ustawieniach grafiki) ale zauwarzyłem też że wraz z brakiem eksplozji niema też piany prze dziobem okrętu gdy płyniemy oraz brak jest też "ulatujących" pęcherzyków powietrza gdy jesteśmy w zanurzeniu jak to naprawić.
moja katra: saphire radeon 9600 pro 256MB
Ostatnio edytowano 24.04.05, 21:34 przez -Wolf-, łącznie edytowano 1 raz
-Wolf-
Fähnrich zur See
 
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Postprzez majama » 24.04.05, 21:22

A ja zauważyłem że w środku okretu te mapy co leża na stole (nawigacyjna i bojowa) to sa jakies pomazane jaskrawe plamy zamiast takich jak byly wcześniej,ale nie wiem czy jakims podmienionym plikiem tego nie zrobiłem
majama
Kapitänleutnant
 
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Postprzez majama » 24.04.05, 21:24

Dodatkowym bugiem u mnie jest czasem sytuacja że po zatrzymaniu na powierzchni daje jakąs tam predkosc i nic sie nie dzieje, ludzi nie brakuje, oficer potwierdza komende, a okret stoi. Musze wtedy powtorzyc kilka razy polecenie
majama
Kapitänleutnant
 
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Postprzez kaa » 24.04.05, 21:26

-Wolf-, spróbuj ctrl + p (chyba to ten skrót) - to włącza i wyłącza efekty cząsteczkowe (paricle effects)

majama też tak miałem czasem. tak samo jak artefakty na wodzie. pomoga przełączenie na mapę i/lub zminimalizowanie (do paska) gry na chwilę.
kaa
Kapitänleutnant
 
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Postprzez majama » 27.04.05, 10:20

Stało mie sie cos dziwnego, po wczytaniu save z poprzedniego dnia brakowało mi tylko 2 torped a juz torpedowałem conajmniej 4 okrety i według mnie powinienem miec około 6 torped a miałem 12. Poza tym rodzaj torped sie nie zgadzał, powinienem miec pół na pół typ I i II a miałem poza dwoma sam typ I
majama
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Postprzez kaa » 27.04.05, 12:12

może żeś jakieś pliki (mod?) w trakcie patrolu podmieniał... bo ja wiem?
kaa
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Postprzez majama » 27.04.05, 14:58

podmieniałem pliki, ale tylko takie które według mnie nie powinny miec znaczenia, zadnych waznych nie ruszałem, poza tym save'y sa w zupelnie innym katalogu w moich dokumentach. Słyszalem juz wczesniej że ta gra potrafi skopac save, i lepiej miec zawsze pomocniczy zapis
majama
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Postprzez kaa » 27.04.05, 15:23

hmm... mam zapasowe sejwy i chyba będę musiał zrobić z nich użytek. popływałem wczoraj z WMv2.0, ale dziś po załadowaniu gry w ciągu minuty mam CTD. lipa. ma ktoś taki objaw z tym modem?
kaa
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Postprzez majama » 30.04.05, 14:05

Jest jednak jakas lipa z tymi sejwami, odkryłem juz jakto sie dzieje, gra myli kolejnośc sejwów i dlatego przy wczytywaniu ostatniego sejwa kasuje mi poprzednie, tak wiec wczytując sejw wczorajszy utracilem zapis przedwczorajszy z tego patrolu, a że w tamtym zapisie mialem juz trupa w załodze i brak kilku torped to mi je automatycznie uzupelniło, strasznie źle że tak sie dzieje, bo trzeba bedzie konczyc każdy patrol z maksymalnie jednym save od wypłyniecia do powrotu, inaczej sie popiepszy, być moze dzieje sie tak tylko gdy usuwamy niepotrzebne stare sejwy(??), w ten sam sposób gra myli daty, cofa czasem jeden dzień albo wiecej
Niech właściciele wersji zpatchowanej sprawdza to u siebie
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Postprzez kaa » 30.04.05, 20:24

ja używam jednego pliku (kilka razy nadpisywanego) na patrol i jest ok.
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Postprzez Boba Fett » 30.04.05, 21:13

kaa napisał(a):ja używam jednego pliku (kilka razy nadpisywanego) na patrol i jest ok.


Tak jak i ja, dodaje to smaczku ;) gdyby nie brak zaufania do stabilnosci gry (po przykrych lekcjach z 1.0) nie zapisywal bym wogole. Niestety aby nie pluc sobie potem w brode trzeba miec jakies kolo ratunkowe ;) ale.. to juz chyba standard w "dzielach" ubikacji (ten brak zaufania :lol: )
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Postprzez Święty » 09.05.05, 13:36

Pomocy! Strasznie częstow wyrzuca mnie do windy :( Praktycznie nie da się grać :(
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Postprzez kaa » 09.05.05, 15:15

z ogromu informacji zawartych w Twoim poście można wywnioskować... że masz problem. niewiele więcej. ;)
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Postprzez Jagdtiger » 09.05.05, 15:21

dobre :lol:
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Postprzez Boba Fett » 09.05.05, 16:13

Super ! :D
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Postprzez U-902 » 10.05.05, 01:27

Trafiaja sie czesto, przynajmniej w czystej wersji gry+patch 1.2 stojace, wydawaloby sie bez sensu na srodku morza okrety, nie wiem jak wczesniej ale w 1943r to wlasciwie pulapki, ile razy nie probowalem sie zblizyc do takiego, zaraz , jakby tylko no to czekal pojawial sie warship ;-(, nici z dobijania "bezbronnych
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Postprzez Gość » 10.05.05, 14:10

kaa napisał(a):z ogromu informacji zawartych w Twoim poście można wywnioskować... że masz problem. niewiele więcej. ;)


Wybacz mi śmiałość ale straszny z Ciebie imbecyl...
Gość
 

Postprzez kaa » 10.05.05, 14:38

wróżką nie jestem. a ze śmiałością przyhamuj.
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Postprzez dragonfly » 10.05.05, 15:48

Boba Fett napisał(a):
kaa napisał(a):ja używam jednego pliku (kilka razy nadpisywanego) na patrol i jest ok.


Tak jak i ja, dodaje to smaczku ;) gdyby nie brak zaufania do stabilnosci gry (po przykrych lekcjach z 1.0) nie zapisywal bym wogole. Niestety aby nie pluc sobie potem w brode trzeba miec jakies kolo ratunkowe ;) ale.. to juz chyba standard w "dzielach" ubikacji (ten brak zaufania :lol: )
Ja też zapisuję wszytkie sejwy z jednego patrolu zastepując jeden plik. Zastanawia mnie że pewien fakt - przed zasejwowaniem wczoraj miałem w tym patrolu na koncie 4 statki brytyjskie. Z kolei w liście sejwa jest wyświetlony zerowy tonaż, zerowa ilość zatopionych jednostek wroga i zerowa renoma. Mam nadzieję że po odtworzeniu gry wrócą stare wyniki. Czasem człowiek siedzi do późna i nie ma siły już grać, dlatego musi sejwować.
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Postprzez kaa » 10.05.05, 15:54

wrócą. to info o sejwie z jakichś przyczyn odzwierciedla stan z początku patrolu - zwróć uwagę na datę, zawsze jest to data wyjścia w morze...
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